Thanks for the warm welcome and the quick response.

game.log is as follows:
Code:
00:40:07: Creating resource group General
00:40:07: Creating resource group Internal
00:40:07: Creating resource group Autodetect
00:40:07: SceneManagerFactory for type 'DefaultSceneManager' registered.
00:40:07: Registering ResourceManager for type Material
00:40:07: Registering ResourceManager for type Mesh
00:40:07: Registering ResourceManager for type Skeleton
00:40:07: MovableObjectFactory for type 'ParticleSystem' registered.
00:40:07: OverlayElementFactory for type Panel registered.
00:40:07: OverlayElementFactory for type BorderPanel registered.
00:40:07: OverlayElementFactory for type TextArea registered.
00:40:07: Registering ResourceManager for type Font
00:40:07: ArchiveFactory for archive type FileSystem registered.
00:40:07: ArchiveFactory for archive type Zip registered.
00:40:07: DDS codec registering
00:40:07: FreeImage version: 3.13.1
00:40:07: This program uses FreeImage, a free, open source image library supporting all common bitmap formats. See http://freeimage.sourceforge.net for details
00:40:07: Supported formats: bmp,ico,jpg,jif,jpeg,jpe,jng,koa,iff,lbm,mng,pbm,pbm,pcd,pcx,pgm,pgm,png,ppm,ppm,ras,tga,targa,tif,tiff,wap,wbmp,wbm,psd,cut,xbm,xpm,gif,hdr,g3,sgi,exr,j2k,j2c,jp2,pfm,pct,pict,pic,bay,bmq,cr2,crw,cs1,dc2,dcr,dng,erf,fff,hdr,k25,kdc,mdc,mos,mrw,nef,orf,pef,pxn,raf,raw,rdc,sr2,srf,arw,3fr,cine,ia,kc2,mef,nrw,qtk,rw2,sti,drf,dsc,ptx,cap,iiq,rwz
00:40:07: Registering ResourceManager for type HighLevelGpuProgram
00:40:07: Registering ResourceManager for type Compositor
00:40:07: MovableObjectFactory for type 'Entity' registered.
00:40:07: MovableObjectFactory for type 'Light' registered.
00:40:07: MovableObjectFactory for type 'BillboardSet' registered.
00:40:07: MovableObjectFactory for type 'ManualObject' registered.
00:40:07: MovableObjectFactory for type 'BillboardChain' registered.
00:40:07: MovableObjectFactory for type 'RibbonTrail' registered.
00:40:07: *-*-* OGRE Initialising
00:40:07: *-*-* Version 1.7.2 (Cthugha)
00:40:07: : initializing graphics
00:40:07: : loading plugins
00:40:07: Loading library RenderSystem_Direct3D9
00:40:07: Installing plugin: D3D9 RenderSystem
00:40:07: D3D9 : Direct3D9 Rendering Subsystem created.
00:40:07: D3D9: Driver Detection Starts
00:40:07: D3D9: Driver Detection Ends
00:40:07: Plugin successfully installed
00:40:07: Loading library Plugin_CgProgramManager
00:40:07: Installing plugin: Cg Program Manager
00:40:07: Plugin successfully installed
00:40:07: Loading library Plugin_OctreeSceneManager
00:40:07: Installing plugin: Octree & Terrain Scene Manager
00:40:07: Plugin successfully installed
00:40:07: Loading library Plugin_ParticleFX
00:40:07: Installing plugin: ParticleFX
00:40:07: Particle Emitter Type 'Point' registered
00:40:07: Particle Emitter Type 'Box' registered
00:40:07: Particle Emitter Type 'Ellipsoid' registered
00:40:07: Particle Emitter Type 'Cylinder' registered
00:40:07: Particle Emitter Type 'Ring' registered
00:40:07: Particle Emitter Type 'HollowEllipsoid' registered
00:40:07: Particle Affector Type 'LinearForce' registered
00:40:07: Particle Affector Type 'ColourFader' registered
00:40:07: Particle Affector Type 'ColourFader2' registered
00:40:07: Particle Affector Type 'ColourImage' registered
00:40:07: Particle Affector Type 'ColourInterpolator' registered
00:40:07: Particle Affector Type 'Scaler' registered
00:40:07: Particle Affector Type 'Rotator' registered
00:40:07: Particle Affector Type 'DirectionRandomiser' registered
00:40:07: Particle Affector Type 'DeflectorPlane' registered
00:40:07: Plugin successfully installed
00:40:07: : initializing render system
00:40:07: D3D9 : RenderSystem Option: Allow NVPerfHUD = No
00:40:07: D3D9 : RenderSystem Option: Floating-point mode = Fastest
00:40:07: D3D9 : RenderSystem Option: FSAA = 4
00:40:07: D3D9 : RenderSystem Option: Full Screen = No
00:40:07: D3D9 : RenderSystem Option: sRGB Gamma Conversion = No
00:40:07: D3D9 : RenderSystem Option: VSync = No
00:40:07: D3D9 : RenderSystem Option: Video Mode = 1440 x 900 @ 32-bit colour
00:40:07: : initializing render window
00:40:07: CPU Identifier & Features
00:40:07: -------------------------
00:40:07: * CPU ID: AuthenticAMD: AMD A6-3650 APU with Radeon(tm) HD Graphics
00:40:07: * SSE: yes
00:40:07: * SSE2: yes
00:40:07: * SSE3: yes
00:40:07: * MMX: yes
00:40:07: * MMXEXT: yes
00:40:07: * 3DNOW: yes
00:40:07: * 3DNOWEXT: yes
00:40:07: * CMOV: yes
00:40:07: * TSC: yes
00:40:07: * FPU: yes
00:40:07: * PRO: yes
00:40:07: * HT: no
00:40:07: -------------------------
00:40:07: D3D9 : Subsystem Initialising
00:40:07: Registering ResourceManager for type Texture
00:40:07: Registering ResourceManager for type GpuProgram
00:40:07: D3D9RenderSystem::_createRenderWindow "RUNNING WITH RIFLES (c) Modulaatio Games 2012", 1440x900 windowed miscParams: FSAA=4 FSAAHint= colourDepth=32 gamma=false monitorIndex=0 useNVPerfHUD=false vsync=false vsyncInterval=1
00:40:07: D3D9 : Created D3D9 Rendering Window 'RUNNING WITH RIFLES (c) Modulaatio Games 2012' : 1440x900, 32bpp
00:40:07: D3D9 : WARNING - disabling VSync in windowed mode can cause timing issues at lower frame rates, turn VSync on if you observe this problem.
00:40:07: D3D9: Vertex texture format supported - PF_L8
00:40:07: D3D9: Vertex texture format supported - PF_L16
00:40:07: D3D9: Vertex texture format supported - PF_A8
00:40:07: D3D9: Vertex texture format supported - PF_A4L4
00:40:07: D3D9: Vertex texture format supported - PF_BYTE_LA
00:40:07: D3D9: Vertex texture format supported - PF_R5G6B5
00:40:07: D3D9: Vertex texture format supported - PF_B5G6R5
00:40:07: D3D9: Vertex texture format supported - PF_A4R4G4B4
00:40:07: D3D9: Vertex texture format supported - PF_A1R5G5B5
00:40:07: D3D9: Vertex texture format supported - PF_A8R8G8B8
00:40:07: D3D9: Vertex texture format supported - PF_B8G8R8A8
00:40:07: D3D9: Vertex texture format supported - PF_A2R10G10B10
00:40:07: D3D9: Vertex texture format supported - PF_A2B10G10R10
00:40:07: D3D9: Vertex texture format supported - PF_DXT1
00:40:07: D3D9: Vertex texture format supported - PF_DXT2
00:40:07: D3D9: Vertex texture format supported - PF_DXT3
00:40:07: D3D9: Vertex texture format supported - PF_DXT4
00:40:07: D3D9: Vertex texture format supported - PF_DXT5
00:40:07: D3D9: Vertex texture format supported - PF_FLOAT16_RGB
00:40:07: D3D9: Vertex texture format supported - PF_FLOAT16_RGBA
00:40:07: D3D9: Vertex texture format supported - PF_FLOAT32_RGB
00:40:07: D3D9: Vertex texture format supported - PF_FLOAT32_RGBA
00:40:07: D3D9: Vertex texture format supported - PF_X8R8G8B8
00:40:07: D3D9: Vertex texture format supported - PF_X8B8G8R8
00:40:07: D3D9: Vertex texture format supported - PF_R8G8B8A8
00:40:07: D3D9: Vertex texture format supported - PF_DEPTH
00:40:07: D3D9: Vertex texture format supported - PF_SHORT_RGBA
00:40:07: D3D9: Vertex texture format supported - PF_FLOAT16_R
00:40:07: D3D9: Vertex texture format supported - PF_FLOAT32_R
00:40:07: D3D9: Vertex texture format supported - PF_SHORT_GR
00:40:07: D3D9: Vertex texture format supported - PF_FLOAT16_GR
00:40:07: D3D9: Vertex texture format supported - PF_FLOAT32_GR
00:40:07: D3D9: Vertex texture format supported - PF_SHORT_RGB
00:40:07: D3D9: Vertex texture format supported - PF_PVRTC_RGB2
00:40:07: D3D9: Vertex texture format supported - PF_PVRTC_RGBA2
00:40:07: D3D9: Vertex texture format supported - PF_PVRTC_RGB4
00:40:07: D3D9: Vertex texture format supported - PF_PVRTC_RGBA4
00:40:07: RenderSystem capabilities
00:40:07: -------------------------
00:40:07: RenderSystem Name: Direct3D9 Rendering Subsystem
00:40:07: GPU Vendor: ati
00:40:07: Device Name: Monitor-1-ATI Radeon HD 5700 Series
00:40:07: Driver Version: 8.17.10.1114
00:40:07: * Fixed function pipeline: yes
00:40:07: * Hardware generation of mipmaps: yes
00:40:07: * Texture blending: yes
00:40:07: * Anisotropic texture filtering: yes
00:40:07: * Dot product texture operation: yes
00:40:07: * Cube mapping: yes
00:40:07: * Hardware stencil buffer: yes
00:40:07: - Stencil depth: 8
00:40:07: - Two sided stencil support: yes
00:40:07: - Wrap stencil values: yes
00:40:07: * Hardware vertex / index buffers: yes
00:40:07: * Vertex programs: yes
00:40:07: * Number of floating-point constants for vertex programs: 256
00:40:07: * Number of integer constants for vertex programs: 16
00:40:07: * Number of boolean constants for vertex programs: 16
00:40:07: * Fragment programs: yes
00:40:07: * Number of floating-point constants for fragment programs: 224
00:40:07: * Number of integer constants for fragment programs: 16
00:40:07: * Number of boolean constants for fragment programs: 16
00:40:07: * Geometry programs: no
00:40:07: * Number of floating-point constants for geometry programs: 0
00:40:07: * Number of integer constants for geometry programs: 0
00:40:07: * Number of boolean constants for geometry programs: 0
00:40:07: * Supported Shader Profiles: hlsl ps_1_1 ps_1_2 ps_1_3 ps_1_4 ps_2_0 ps_2_a ps_2_b ps_2_x ps_3_0 vs_1_1 vs_2_0 vs_2_a vs_2_x vs_3_0
00:40:07: * Texture Compression: yes
00:40:07: - DXT: yes
00:40:07: - VTC: no
00:40:07: - PVRTC: no
00:40:07: * Scissor Rectangle: yes
00:40:07: * Hardware Occlusion Query: yes
00:40:07: * User clip planes: yes
00:40:07: * VET_UBYTE4 vertex element type: yes
00:40:07: * Infinite far plane projection: yes
00:40:07: * Hardware render-to-texture: yes
00:40:07: * Floating point textures: yes
00:40:07: * Non-power-of-two textures: yes
00:40:07: * Volume textures: yes
00:40:07: * Multiple Render Targets: 4
00:40:07: - With different bit depths: yes
00:40:07: * Point Sprites: yes
00:40:07: * Extended point parameters: yes
00:40:07: * Max Point Size: 10
00:40:07: * Vertex texture fetch: yes
00:40:07: * Number of world matrices: 0
00:40:07: * Number of texture units: 8
00:40:07: * Stencil buffer depth: 8
00:40:07: * Number of vertex blend matrices: 0
00:40:07: - Max vertex textures: 4
00:40:07: - Vertex textures shared: no
00:40:07: * Render to Vertex Buffer : no
00:40:07: * DirectX per stage constants: yes
00:40:07: ***************************************
00:40:07: *** D3D9 : Subsystem Initialised OK ***
00:40:07: ***************************************
00:40:07: DefaultWorkQueue('Root') initialising on thread 003EF548.
00:40:07: DefaultWorkQueue('Root')::WorkerFunc - thread 00400518 starting.
00:40:07: DefaultWorkQueue('Root')::WorkerFunc - thread 00400548 starting.
00:40:07: DefaultWorkQueue('Root')::WorkerFunc - thread 004005A8 starting.
00:40:07: DefaultWorkQueue('Root')::WorkerFunc - thread 00400608 starting.
00:40:07: Particle Renderer Type 'billboard' registered
00:40:07: SceneManagerFactory for type 'OctreeSceneManager' registered.
00:40:07: SceneManagerFactory for type 'TerrainSceneManager' registered.
00:40:07: Added resource location 'media' of type 'FileSystem' to resource group 'General'
00:40:07: Added resource location 'media//sounds' of type 'FileSystem' to resource group 'General'
00:40:07: Added resource location 'media//fonts' of type 'FileSystem' to resource group 'General'
00:40:07: Added resource location 'media//textures' of type 'FileSystem' to resource group 'General'
00:40:07: Added resource location 'media//models' of type 'FileSystem' to resource group 'General'
00:40:07: Added resource location 'media//data3.pak' of type 'Zip' to resource group 'General'
00:40:07: Added resource location 'media//data2.pak' of type 'Zip' to resource group 'General'
00:40:07: Parsing scripts for resource group Autodetect
00:40:07: Finished parsing scripts for resource group Autodetect
00:40:07: Parsing scripts for resource group General
00:40:07: Parsing script ShadowCaster.program
00:40:07: Parsing script AmbientOcclusion.program
00:40:07: Parsing script StdQuad_vp.program
00:40:07: Parsing script Intro.material
00:40:07: Parsing script ShadowCaster.material
00:40:07: Parsing script AmbientOcclusion.material
00:40:07: Parsing script AmbientOcclusion.compositor
00:40:07: Finished parsing scripts for resource group General
00:40:07: Parsing scripts for resource group Internal
00:40:07: Finished parsing scripts for resource group Internal
00:40:07: : initializing scene manager
00:40:07: TerrainSceneManager: Registered a new PageSource for type Heightmap
00:40:07: : initializing fonts
00:40:07: Font BasicFontusing texture size 2048x2048
00:40:07: Info: Freetype returned null for character 32 in font BasicFont
00:40:07: Info: Freetype returned null for character 160 in font BasicFont
00:40:07: Texture: BasicFontTexture: Loading 1 faces(PF_BYTE_LA,2048x2048x1) with 0 generated mipmaps from Image. Internal format is PF_BYTE_LA,2048x2048x1.
00:40:08: Font BasicFontItalicusing texture size 2048x2048
00:40:08: Info: Freetype returned null for character 32 in font BasicFontItalic
00:40:08: Info: Freetype returned null for character 160 in font BasicFontItalic
00:40:08: Texture: BasicFontItalicTexture: Loading 1 faces(PF_BYTE_LA,2048x2048x1) with 0 generated mipmaps from Image. Internal format is PF_BYTE_LA,2048x2048x1.
00:40:08: : initializing audio
00:40:08: : audio devices found: 1
00:40:08: : audio enabled
00:40:08: : 0: Generic Software
00:40:08: : using device 0
00:40:08: : initializing input
00:40:08: : Map resource location set as media\maps\map1
00:40:08: : Using save folder map1
00:40:08: Texture: black.png: Loading 1 faces(PF_R8G8B8,64x64x1) with 0 generated mipmaps from Image. Internal format is PF_X8R8G8B8,64x64x1.
00:40:08: Texture: splash.png: Loading 1 faces(PF_A8R8G8B8,700x91x1) with 0 generated mipmaps from Image. Internal format is PF_A8R8G8B8,700x91x1.
00:40:08: : latest available version: beta 0.63
00:40:08: : application start done
00:40:08: : rendering the first frame
00:40:08: : first frame rendered ok
00:40:08: : adding frame listener
00:40:08: : run simulation
00:40:08: : starting rendering loop
00:40:09: : game init start
00:40:09: Creating resource group sessionResourceGroup
00:40:09: Added resource location 'media\maps\map1' of type 'FileSystem' to resource group 'sessionResourceGroup'
00:40:09: Added resource location 'media/data1.pak' of type 'Zip' to resource group 'sessionResourceGroup'
00:40:09: Initialising resource group sessionResourceGroup
00:40:09: Parsing scripts for resource group sessionResourceGroup
00:40:09: Parsing script Building.program
00:40:09: Parsing script NormalAndDepth.program
00:40:09: Parsing script soldieroutline.program
00:40:09: Parsing script soldierskin.program
00:40:09: Parsing script StdQuad_vp.program
00:40:09: Parsing script terrain.program
00:40:09: Parsing script tools.program
00:40:09: Parsing script WaterArea.program
00:40:09: Parsing script BackContour.material
00:40:09: Parsing script Blood.material
00:40:09: Parsing script Branch.material
00:40:09: Parsing script Building.material
00:40:09: Parsing script BuildingBase.material
00:40:09: Parsing script Bullet.material
00:40:09: Parsing script BulletTrail.material
00:40:09: Parsing script BushPlant.material
00:40:09: Parsing script ChatBubble.material
00:40:09: Parsing script Container.material
00:40:09: Parsing script Cord.material
00:40:09: Parsing script Crate.material
00:40:09: Parsing script Crosshair.material
00:40:09: Parsing script Dust.material
00:40:09: Parsing script Enclosure.material
00:40:09: Parsing script Explosion.material
00:40:09: Parsing script FarmFence.material
00:40:09: Parsing script Flame.material
00:40:09: Parsing script Foam.material
00:40:09: Parsing script GenericMesh.material
00:40:09: Parsing script GrassUp.material
00:40:09: Parsing script GrenadeCrate.material
00:40:09: Parsing script Hud.material
00:40:09: Parsing script lines.material
00:40:09: Parsing script MapView.material
00:40:09: Parsing script MenuSystem.material
00:40:09: Parsing script MiniRank.material
00:40:09: Parsing script NormalAndDepth.material
00:40:09: Parsing script Piece.material
00:40:09: Parsing script Pipe.material
00:40:09: Parsing script Plant.material
00:40:09: Parsing script Platform.material
00:40:09: Parsing script PlayerFarMarker.material
00:40:09: Parsing script PlayerMarker.material
00:40:09: Parsing script RoadLine.material
00:40:09: Parsing script Rock.material
00:40:09: Parsing script SecurityFence.material
00:40:09: Parsing script ShadowPixel.material
00:40:09: Parsing script ShadowPlant.material
00:40:09: Parsing script ShoePrint.material
00:40:09: Parsing script Sign.material
00:40:09: Parsing script smoke.material
00:40:09: Parsing script Soldier3dPixel.material
00:40:10: Parsing script terrain.material
00:40:10: Parsing script TreeGroundBase.material
00:40:10: Parsing script Trench.material
00:40:10: Parsing script Wall.material
00:40:10: Parsing script WaterArea.material
00:40:10: Parsing script Weapon3dPixel.material
00:40:10: Parsing script Weave.material
00:40:10: Parsing script ZebraCrossing.material
00:40:10: Parsing script Burst.particle
00:40:10: Parsing script Dust.particle
00:40:10: Parsing script Explosion.particle
00:40:10: Parsing script Foam.particle
00:40:10: Parsing script MinorExplosion.particle
00:40:10: Parsing script Muzzle.particle
00:40:10: Finished parsing scripts for resource group sessionResourceGroup
00:40:10: : best usable soldier render technique: HighDetailHWSkin
00:40:10: : HW skeleton supported: 1
00:40:10: Texture: dirt.png: Loading 1 faces(PF_R8G8B8,256x256x1) with hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,256x256x1.
00:40:10: Texture: terrain5_alpha_grass.png: Loading 1 faces(PF_L8,2048x2048x1) with 11 generated mipmaps from Image. Internal format is PF_A8,2048x2048x1.
00:40:10: Texture: grass.png: Loading 1 faces(PF_A8R8G8B8,256x256x1) with hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,256x256x1.
00:40:10: Texture: terrain5_alpha_sand.png: Loading 1 faces(PF_L8,2048x2048x1) with 11 generated mipmaps from Image. Internal format is PF_A8,2048x2048x1.
00:40:10: Texture: sand.png: Loading 1 faces(PF_A8R8G8B8,256x256x1) with hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,256x256x1.
00:40:10: Texture: terrain5_alpha_asphalt.png: Loading 1 faces(PF_L8,2048x2048x1) with 11 generated mipmaps from Image. Internal format is PF_A8,2048x2048x1.
00:40:10: Texture: asphalt.png: Loading 1 faces(PF_R8G8B8,256x256x1) with hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,256x256x1.
00:40:10: Texture: terrain5_alpha_road.png: Loading 1 faces(PF_L8,2048x2048x1) with 11 generated mipmaps from Image. Internal format is PF_A8,2048x2048x1.
00:40:10: Texture: road.png: Loading 1 faces(PF_R8G8B8,256x256x1) with hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,256x256x1.
00:40:10: Texture: isoline.png: Loading 1 faces(PF_R8G8B8,1x256x1) with hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,1x256x1.
00:40:10: : best usable terrain render technique: ShadersShadows
00:40:10: : Integrated shadows supported: 1
00:40:10: : initializing terrain
00:40:10: TerrainSceneManager: Activated PageSource Heightmap
00:40:10: : r=12582
00:40:10: : names loaded
00:40:10: : loading weapon specifications
00:40:10: : weapon:AK47
00:40:10: : weapon:G36
00:40:10: : weapon:M240
00:40:10: : weapon:MP5SD
00:40:10: : weapon:Mossberg 500
00:40:10: : weapon:M24-A2
00:40:10: : weapon specifications loaded
00:40:10: : common sounds loaded
00:40:10: Texture: playermarker.png: Loading 1 faces(PF_A8R8G8B8,80x80x1) with 5 generated mipmaps from Image. Internal format is PF_A8R8G8B8,80x80x1.
00:40:10: Texture: playermarker_far.png: Loading 1 faces(PF_A8R8G8B8,64x64x1) with hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,64x64x1.
00:40:10: Texture: command_marker.png: Loading 1 faces(PF_A8R8G8B8,128x128x1) with 0 generated mipmaps from Image. Internal format is PF_A8R8G8B8,128x128x1.
00:40:10: : world loaded
00:40:10: Texture: explosionprint.png: Loading 1 faces(PF_A8R8G8B8,128x128x1) with hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,128x128x1.
00:40:10: : worldblocks loaded
00:40:11: Texture: plant2.png: Loading 1 faces(PF_A8R8G8B8,64x64x1) with hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,64x64x1.
00:40:11: Texture: shadowplant3.png: Loading 1 faces(PF_A8R8G8B8,64x64x1) with hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,64x64x1.
00:40:11: : loading world objects
00:40:11: : layer: materials
00:40:11: Texture: branch.png: Loading 1 faces(PF_R8G8B8,32x32x1) with hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,32x32x1.
00:40:11: Texture: birch.png: Loading 1 faces(PF_R8G8B8,64x64x1) with hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,64x64x1.
00:40:11: : layer: dirt
00:40:11: : layer: grass
00:40:11: : layer: sand
00:40:11: : layer: asphalt
00:40:11: : layer: road
00:40:11: : layer: height
00:40:11: : layer: bases
00:40:11: : layer: layer1
00:40:11: : layer: objects
00:40:11: Texture: spot_shadow_fade.png: Loading 1 faces(PF_R8G8B8,128x128x1) with hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,128x128x1.
00:40:11: Texture: foam.png: Loading 1 faces(PF_A8R8G8B8,128x128x1) with hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,128x128x1.
00:40:11: Texture: grass_up1.png: Loading 1 faces(PF_A8R8G8B8,16x16x1) with hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,16x16x1.
00:40:11: Texture: grass_up2.png: Loading 1 faces(PF_A8R8G8B8,16x16x1) with hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,16x16x1.
00:40:11: Texture: grass_up_brown1.png: Loading 1 faces(PF_A8R8G8B8,16x16x1) with hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,16x16x1.
00:40:11: Texture: grass_up_brown2.png: Loading 1 faces(PF_A8R8G8B8,16x16x1) with hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,16x16x1.
00:40:11: Texture: bushplant.png: Loading 1 faces(PF_A8R8G8B8,64x64x1) with hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,64x64x1.
00:40:11: Texture: brick3.png: Loading 1 faces(PF_R8G8B8,64x64x1) with hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,64x64x1.
00:40:11: Texture: building_atlas2.png: Loading 1 faces(PF_A8R8G8B8,256x256x1) with hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,256x256x1.
00:40:12: Texture: panel_upright.png: Loading 1 faces(PF_R8G8B8,64x64x1) with hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,64x64x1.
00:40:12: Texture: panel_side.png: Loading 1 faces(PF_R8G8B8,64x64x1) with hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,64x64x1.
00:40:12: Texture: crate.png: Loading 1 faces(PF_A8R8G8B8,128x256x1) with hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,128x256x1.
00:40:12: Texture: container_side.png: Loading 1 faces(PF_A8R8G8B8,181x256x1) with 5 generated mipmaps from Image. Internal format is PF_A8R8G8B8,181x256x1.
00:40:12: Texture: container_end.png: Loading 1 faces(PF_A8R8G8B8,196x256x1) with 5 generated mipmaps from Image. Internal format is PF_A8R8G8B8,196x256x1.
00:40:12: Texture: container_top.png: Loading 1 faces(PF_A8R8G8B8,196x256x1) with 5 generated mipmaps from Image. Internal format is PF_A8R8G8B8,196x256x1.
00:40:13: Texture: grenade_crate.png: Loading 1 faces(PF_A8R8G8B8,128x256x1) with hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,128x256x1.
00:40:14: : layer: walls
00:40:14: Texture: trench_side.png: Loading 1 faces(PF_R8G8B8,32x32x1) with hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,32x32x1.
00:40:14: Texture: trunk_side.png: Loading 1 faces(PF_R8G8B8,32x32x1) with hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,32x32x1.
00:40:14: Texture: trench_end.png: Loading 1 faces(PF_R8G8B8,32x32x1) with hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,32x32x1.
00:40:15: Texture: sandbag.png: Loading 1 faces(PF_R8G8B8,64x64x1) with hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,64x64x1.
00:40:15: Texture: stonewalltop.png: Loading 1 faces(PF_A8R8G8B8,128x32x1) with hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,128x32x1.
00:40:16: Texture: farm_fence.png: Loading 1 faces(PF_A8R8G8B8,32x32x1) with hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,32x32x1.
00:40:16: Texture: security_fence.png: Loading 1 faces(PF_A8R8G8B8,64x64x1) with hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,64x64x1.
00:40:22: : layer: layer2
00:40:22: : layer: objects
00:40:22: Texture: building_plain.png: Loading 1 faces(PF_R8G8B8,64x64x1) with hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,64x64x1.
00:40:25: : soldiers loaded
00:40:25: : crate debris loaded
00:40:25: Texture: piece.png: Loading 1 faces(PF_A8R8G8B8,16x16x1) with hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,16x16x1.
00:40:25: Texture: bullet_trail.png: Loading 1 faces(PF_A8R8G8B8,1x64x1) with hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,1x64x1.
00:40:25: Texture: shoeprint.png: Loading 1 faces(PF_A8R8G8B8,16x16x1) with 0 generated mipmaps from Image. Internal format is PF_A8R8G8B8,16x16x1.
00:40:25: Texture: hud_grenade.png: Loading 1 faces(PF_A8R8G8B8,68x94x1) with 0 generated mipmaps from Image. Internal format is PF_A8R8G8B8,68x94x1.
00:40:25: Texture: hud_teammember.png: Loading 1 faces(PF_A8R8G8B8,160x160x1) with 0 generated mipmaps from Image. Internal format is PF_A8R8G8B8,160x160x1.
00:40:25: Texture: hud_ak47.png: Loading 1 faces(PF_A8R8G8B8,100x290x1) with 0 generated mipmaps from Image. Internal format is PF_A8R8G8B8,100x290x1.
00:40:25: Texture: hud_mortar.png: Loading 1 faces(PF_A8R8G8B8,158x158x1) with 0 generated mipmaps from Image. Internal format is PF_A8R8G8B8,158x158x1.
00:40:25: Texture: hud_rank.png: Loading 1 faces(PF_A8R8G8B8,160x160x1) with 5 generated mipmaps from Image. Internal format is PF_A8R8G8B8,160x160x1.
00:40:25: Texture: hud_victory.png: Loading 1 faces(PF_A8R8G8B8,1024x1024x1) with 0 generated mipmaps from Image. Internal format is PF_A8R8G8B8,1024x1024x1.
00:40:25: Texture: hud_star_gold.png: Loading 1 faces(PF_A8R8G8B8,1024x1024x1) with 0 generated mipmaps from Image. Internal format is PF_A8R8G8B8,1024x1024x1.
00:40:25: Texture: hud_victory_text.png: Loading 1 faces(PF_A8R8G8B8,1024x1024x1) with 0 generated mipmaps from Image. Internal format is PF_A8R8G8B8,1024x1024x1.
00:40:25: Texture: hud_meter.png: Loading 1 faces(PF_A8R8G8B8,534x50x1) with 0 generated mipmaps from Image. Internal format is PF_A8R8G8B8,534x50x1.
00:40:25: Texture: hud_meter_cursor.png: Loading 1 faces(PF_R8G8B8,32x32x1) with 0 generated mipmaps from Image. Internal format is PF_X8R8G8B8,32x32x1.
00:40:25: Texture: MeterTexture: Loading 1 faces(PF_R8G8B8,2x1x1) with 1 custom mipmaps from Image. Internal format is PF_X8R8G8B8,2x1x1.
00:40:25: Texture: mapview_attack_start.png: Loading 1 faces(PF_A8R8G8B8,128x128x1) with hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,128x128x1.
00:40:25: Texture: mapview_attack_target.png: Loading 1 faces(PF_A8R8G8B8,128x128x1) with hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,128x128x1.
00:40:25: Texture: mapview_alert.png: Loading 1 faces(PF_A8R8G8B8,128x128x1) with hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,128x128x1.
00:40:25: Texture: mapview_player.png: Loading 1 faces(PF_A8R8G8B8,64x64x1) with hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,64x64x1.
00:40:25: Texture: menusystem_bar.png: Loading 1 faces(PF_A8R8G8B8,32x32x1) with hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,32x32x1.
00:40:25: Texture: menu_title.png: Loading 1 faces(PF_A8R8G8B8,700x91x1) with 0 generated mipmaps from Image. Internal format is PF_A8R8G8B8,700x91x1.
00:40:25: Texture: menusystem_control_background.png: Loading 1 faces(PF_A8R8G8B8,32x32x1) with hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,32x32x1.
00:40:25: Texture: menusystem_slider.png: Loading 1 faces(PF_A8R8G8B8,32x32x1) with hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,32x32x1.
00:40:25: Texture: crosshair.png: Loading 1 faces(PF_A8R8G8B8,32x32x1) with hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,32x32x1.
00:40:25: Texture: aim_helper.png: Loading 1 faces(PF_A8R8G8B8,32x32x1) with hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,32x32x1.
00:40:25: Texture: hud_rank0.png: Loading 1 faces(PF_A8R8G8B8,256x256x1) with hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,256x256x1.
00:40:25: : Setting init data, machine id = 0
00:40:25: : scene loaded
00:40:25: : settings loaded
00:40:25: : r=7809
00:40:25: : game init done
00:40:25: Texture: cartoonflame.png: Loading 1 faces(PF_A8R8G8B8,256x256x1) with hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,256x256x1.
00:40:25: Texture: dust4.png: Loading 1 faces(PF_A8R8G8B8,64x64x1) with hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,64x64x1.
00:40:25: Texture: smoke1.png: Loading 1 faces(PF_A8R8G8B8,64x64x1) with hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,64x64x1.
00:40:25: Texture: smoke2.png: Loading 1 faces(PF_A8R8G8B8,64x64x1) with hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,64x64x1.
00:40:25: Texture: godray.png: Loading 1 faces(PF_R8G8B8,128x128x1) with hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,128x128x1.
00:40:25: Texture: shine.png: Loading 1 faces(PF_R8G8B8,64x64x1) with hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,64x64x1.
00:40:25: Texture: dynamic_crosshair.png: Loading 1 faces(PF_A8R8G8B8,16x16x1) with hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,16x16x1.
00:40:26: Texture: hud_rank4.png: Loading 1 faces(PF_A8R8G8B8,256x256x1) with hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,256x256x1.
00:40:26: Texture: roadline.png: Loading 1 faces(PF_A8R8G8B8,32x64x1) with hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,32x64x1.
00:40:26: Texture: zebracrossing.png: Loading 1 faces(PF_A8R8G8B8,32x32x1) with hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,32x32x1.
I get to play for a short time. It varies from a minute to around five. I've tried the demo, and it does the same thing. I've also tried an early alpha version that you posted on another topic - I think it was v0.35?